Initial commit: Star Explorer Solar2D Game
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main_original.lua
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255
main_original.lua
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-- Copyright (c) 2017 Corona Labs Inc.
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-- Code is MIT licensed and can be re-used; see https://www.coronalabs.com/links/code/license
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-- Other assets are licensed by their creators:
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-- Art assets by Kenney: http://kenney.nl/assets
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-- Music and sound effect assets by Eric Matyas: http://www.soundimage.org
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local physics = require( "physics" )
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physics.start()
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physics.setGravity( 0, 0 )
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-- Seed the random number generator
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math.randomseed( os.time() )
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-- Configure image sheet
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local sheetOptions =
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{
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frames =
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{
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{ -- 1) asteroid 1
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x = 0,
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y = 0,
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width = 102,
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height = 85
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},
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{ -- 2) asteroid 2
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x = 0,
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y = 85,
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width = 90,
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height = 83
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},
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{ -- 3) asteroid 3
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x = 0,
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y = 168,
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width = 100,
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height = 97
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},
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{ -- 4) ship
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x = 0,
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y = 265,
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width = 98,
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height = 79
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},
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{ -- 5) laser
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x = 98,
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y = 265,
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width = 14,
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height = 40
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},
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},
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}
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local objectSheet = graphics.newImageSheet( "gameObjects.png", sheetOptions )
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-- Initialize variables
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local lives = 3
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local score = 0
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local died = false
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local asteroidsTable = {}
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local ship
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local gameLoopTimer
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local livesText
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local scoreText
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-- Set up display groups
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local backGroup = display.newGroup() -- Display group for the background image
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local mainGroup = display.newGroup() -- Display group for the ship, asteroids, lasers, etc.
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local uiGroup = display.newGroup() -- Display group for UI objects like the score
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-- Load the background
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local background = display.newImageRect( backGroup, "background.png", 800, 1400 )
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background.x = display.contentCenterX
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background.y = display.contentCenterY
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ship = display.newImageRect( mainGroup, objectSheet, 4, 98, 79 )
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ship.x = display.contentCenterX
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ship.y = display.contentHeight - 100
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physics.addBody( ship, { radius=30, isSensor=true } )
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ship.myName = "ship"
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-- Display lives and score
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livesText = display.newText( uiGroup, "Lives: " .. lives, 200, 80, native.systemFont, 36 )
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scoreText = display.newText( uiGroup, "Score: " .. score, 400, 80, native.systemFont, 36 )
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-- Hide the status bar
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display.setStatusBar( display.HiddenStatusBar )
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local function updateText()
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livesText.text = "Lives: " .. lives
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scoreText.text = "Score: " .. score
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end
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local function createAsteroid()
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local newAsteroid = display.newImageRect( mainGroup, objectSheet, 1, 102, 85 )
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table.insert( asteroidsTable, newAsteroid )
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physics.addBody( newAsteroid, "dynamic", { radius=40, bounce=0.8 } )
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newAsteroid.myName = "asteroid"
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local whereFrom = math.random( 3 )
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if ( whereFrom == 1 ) then
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-- From the left
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newAsteroid.x = -60
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newAsteroid.y = math.random( 500 )
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newAsteroid:setLinearVelocity( math.random( 40,120 ), math.random( 20,60 ) )
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elseif ( whereFrom == 2 ) then
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-- From the top
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newAsteroid.x = math.random( display.contentWidth )
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newAsteroid.y = -60
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newAsteroid:setLinearVelocity( math.random( -40,40 ), math.random( 40,120 ) )
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elseif ( whereFrom == 3 ) then
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-- From the right
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newAsteroid.x = display.contentWidth + 60
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newAsteroid.y = math.random( 500 )
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newAsteroid:setLinearVelocity( math.random( -120,-40 ), math.random( 20,60 ) )
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end
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newAsteroid:applyTorque( math.random( -6,6 ) )
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end
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local function fireLaser()
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local newLaser = display.newImageRect( mainGroup, objectSheet, 5, 14, 40 )
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physics.addBody( newLaser, "dynamic", { isSensor=true } )
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newLaser.isBullet = true
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newLaser.myName = "laser"
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newLaser.x = ship.x
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newLaser.y = ship.y
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newLaser:toBack()
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transition.to( newLaser, { y=-40, time=500,
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onComplete = function() display.remove( newLaser ) end
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} )
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end
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ship:addEventListener( "tap", fireLaser )
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local function dragShip( event )
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local ship = event.target
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local phase = event.phase
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if ( "began" == phase ) then
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-- Set touch focus on the ship
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display.currentStage:setFocus( ship )
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-- Store initial offset position
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ship.touchOffsetX = event.x - ship.x
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elseif ( "moved" == phase ) then
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-- Move the ship to the new touch position
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ship.x = event.x - ship.touchOffsetX
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elseif ( "ended" == phase or "cancelled" == phase ) then
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-- Release touch focus on the ship
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display.currentStage:setFocus( nil )
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end
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return true -- Prevents touch propagation to underlying objects
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end
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ship:addEventListener( "touch", dragShip )
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local function gameLoop()
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-- Create new asteroid
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createAsteroid()
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-- Remove asteroids which have drifted off screen
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for i = #asteroidsTable, 1, -1 do
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local thisAsteroid = asteroidsTable[i]
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if ( thisAsteroid.x < -100 or
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thisAsteroid.x > display.contentWidth + 100 or
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thisAsteroid.y < -100 or
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thisAsteroid.y > display.contentHeight + 100 )
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then
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display.remove( thisAsteroid )
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table.remove( asteroidsTable, i )
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end
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end
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end
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gameLoopTimer = timer.performWithDelay( 500, gameLoop, 0 )
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local function restoreShip()
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ship.isBodyActive = false
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ship.x = display.contentCenterX
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ship.y = display.contentHeight - 100
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-- Fade in the ship
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transition.to( ship, { alpha=1, time=4000,
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onComplete = function()
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ship.isBodyActive = true
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died = false
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end
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} )
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end
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local function onCollision( event )
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if ( event.phase == "began" ) then
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local obj1 = event.object1
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local obj2 = event.object2
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if ( ( obj1.myName == "laser" and obj2.myName == "asteroid" ) or
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( obj1.myName == "asteroid" and obj2.myName == "laser" ) )
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then
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-- Remove both the laser and asteroid
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display.remove( obj1 )
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display.remove( obj2 )
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for i = #asteroidsTable, 1, -1 do
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if ( asteroidsTable[i] == obj1 or asteroidsTable[i] == obj2 ) then
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table.remove( asteroidsTable, i )
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break
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end
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end
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-- Increase score
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score = score + 100
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scoreText.text = "Score: " .. score
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elseif ( ( obj1.myName == "ship" and obj2.myName == "asteroid" ) or
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( obj1.myName == "asteroid" and obj2.myName == "ship" ) )
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then
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if ( died == false ) then
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died = true
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-- Update lives
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lives = lives - 1
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livesText.text = "Lives: " .. lives
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if ( lives == 0 ) then
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display.remove( ship )
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else
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ship.alpha = 0
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timer.performWithDelay( 1000, restoreShip )
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end
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end
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end
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end
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end
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Runtime:addEventListener( "collision", onCollision )
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